A look inside the new advanced UEFN features workflows and Verse APIs, which dramatically expand the power users have to construct content in UEFN.
Пікірлер: 57
@le_ch1mpАй бұрын
As a senior frontend developer I feel like this is just ... Unreal. The scene graph is literally what I've been missing from UEFN and I can't wait to get my hands on it. Thanks so much for making the web fun again. You are EPIC!
@Michael-gf2dyАй бұрын
My guess. The future is that you build your game in UE6 and distribute it to all platforms within the Epic Mega Cloud(Or whatever it will be called). Basically the logical advancement of what they currently have with UEFN. The underlying systems with Actors/Components will be replaced by Scene Graph for sure. It's also clear they want to simplify many processes within the editor. Wouldn't be surprised if we get multiple editor modes in UE6. For cinematics, simple games, complex games, motion graphics etc.
@shamminecraft600Ай бұрын
So excited for this, pretty crazy to see the potential that UEFN has!
@piequalsthree3Ай бұрын
Soon! Yes please
@ErrosАй бұрын
Worrying things I noticed: - having to specify the access modifier for each and every function (public, protected, private), let me type less by allowing c++ style access modifiers or just add C# instead. - white space indentation (added the one feature that python devs put up with). I'm not mad, just disappointed. - needing the keyword 'set' with the += operator, how did this get by QA? the equal part of the operator implies setting the value. - multiline for loops, I hope you're able to hover over a function to see the return type, so that it's easier to reason about which lists/collections/vectors/arrays/whatever-you-end-up-naming-the-data-structure are being iterated over. - not specifying the memory model, meaning probably garbage collected and no opportunity to do it manually. Overall it seems like an attempt to give the ease of use as seen with blueprints and the source control opportunity of c++, but feels like it's going to have more gotchas then what I laid out above.
@user-ps4vq4wh3n28 күн бұрын
About third case... You need to always use set keyword to change variable (not constant). The "+=" operation means that you try to change value of variable. The same with '='(if we want to change value of variable in code) and other operators working with variables.
@Erros28 күн бұрын
@@user-ps4vq4wh3n If only the += operator also implied mutability…
@benveasey7474Ай бұрын
Can we have the prefabs with light color overrides driven by DMX?
@ryanisanartАй бұрын
someone from epic needs to confirm blueprints aren't going anywhere considering the future merge of uefn and ue5 as ue6. this is just blueprints. why aren't they just adding blueprints to uefn.
@cosmicdan808Ай бұрын
I assume you mean logic blueprints, because of course blueprints themselves aren't going anywhere that'd be practically impossible - we still use blueprints actively in UEFN. They can't just add logic BP's to UEFN because UEFN is all hosted in the cloud/MegaVerse, the new Verse language was basically required. It's network (logical side) and even engine agnostic. Ideally, hopefully, we'll be able to make Blueprint functions with Verse one day - but I imagine that would take a lot of work. The server cooking would become much more complicated for a start; they have to host the logic BP's on their servers too - do you even want that? Maybe this all already considered years ago internally.
@ryanisanartАй бұрын
@@cosmicdan808 by "logic blueprints" im assuming you mean blueprints as they exist in ue5. "They can't just add..." let's replace that with 'they have decided not to prioritize'. I have yet to hear a good argument for WHY they have decided not to prioritize adding blueprint programming to UEFN beyond vague notions of security concerns that are never clearly defined. visual scripting is MUCH of the reason for UE's success. it democratized game programming for lots of folks and UEFN would ONLY BENEFIT from the same approach, esp. considering its younger audience. this scenegraph stuff is nice, if you want a different way to architect your game that is more like how you are used to doing it in unity and godot, fine. but in an ideal world all approaches would exist simultaneously, especially when some of those approaches have been life-changing and proven successes to a SIGNIFICANT portion of your existng userbase.
@etchasketch222Ай бұрын
Are blueprints still going to be supported in Unreal Engine (not UEFN) still or are they getting phased out? (hope not)
@kettenotterАй бұрын
Nope they will still be supported. But some of the underlying tech will likely be replaced at some point with the scene graph.
@yudanaim6849Ай бұрын
Why it's remained me unity ?
@cosmicdan808Ай бұрын
Probably the same reason why it reminds me of VB6, LibGDX's Scene2D, or countless other platforms from the past 20 or so years.... ....as said in the first few minutes of the video, scene graph is nothing new. You can literally design your own scene graph in UE and probably Unity already. Maybe watch the video again and you'll see how and why it's specific to UEFN/Verse.
@lexprogaming7120Ай бұрын
That’s all so insane but I need free Verse course for beginners 😂
@23edsaАй бұрын
which IDE is used for Verse? Is it something built in into UE?
@mupmuptv9 күн бұрын
They ship vscode installer in uefn, include verse lsp, syntax highlight
@PabloEmmanuelDeLeoАй бұрын
I like this is the same that Unity and USD.
@najmmshora8239Ай бұрын
Unreal set to doing Unity better than Unity.
@TheFallenKagesАй бұрын
Wait verse is coming to ue5 ?😮
@cosmicdan808Ай бұрын
Pretty sure it's been known about for some time, I've at least assumed that Verse will likely be a first party language in UE6, once the MegaVerse (Metaverse + Epic Megagames) is "final". They'll probably start adding curated and top UEFN games into Epic Launcher itself at that point 😮
@not_amanullahАй бұрын
😊
@nodelayfordays8083Ай бұрын
Is UEFN just becoming Unity?
@snake135Ай бұрын
Pardon ?
@nodelayfordays8083Ай бұрын
@@snake135this is how Unity editor works essentially.. just with C# and instead of calling it an Entity it's a game object, everything else is exactly the same just more restrictions in UEFN for security concerns
@JayzBOTАй бұрын
I mean... It's a game engine so no surprise it's similar to other game engines @@nodelayfordays8083
@drinkwwwaterrrАй бұрын
Pretty much
@cosmicdan808Ай бұрын
UEFN is in a completely different league to Unity and UE. Unity and UE are for making traditional "boxed" games that you release on a store. UEFN games are 100% hosted in the cloud with very little technical code, zero distribution costs, free multiplayer backend, and ongoing Metaverse/MegaVerse integrations and such (cross-game communication). You can't compare UEFN to Unity or even UE5. It's a GaaS/Metaverse "engine" with a whole new ground-up programming language.
@YouTubetailАй бұрын
Hello 👍🏼
@ismaillinkin789624 күн бұрын
Can u make drift tuto.? 😢
@CAHEK71Ай бұрын
My God! What a disgrace!!! The Unreal Engine developers have finally started designing and have almost caught up with Unity. This is something incredible.
@ModoBroАй бұрын
All these amazing tools to make games that will never be played by the current player base. If you're using UEFN to make money then forget it if you don't have a few thousand of your own followers to bring to the game - Epic ain't interested in promoting your game to an existing and already engaged player base because there is no money in it for them. I can only imagine one reason why Epic are putting all this effort into UEFN. That is to attract high end studios with large fanbases to FN. But that ain't working out is it? A meagre 40% cut of the revenue and an ecosystem dominated by trashy games isn't exactly attractive is it?
@Michael-gf2dyАй бұрын
Who needs Metahumans if you can have Obby on a bike? But anyway. The Fortnite Ecosystem is the prototype of what Epic is doing on a larger scale in the future and with UE6. They also most likely have marketing incentives inside their Cloud Gaming Store, because this is definitely a problem that has to be solved outside social media bubbles.
@kylepena8908Ай бұрын
Its for talent cultivation IMHO. They want a fresh crop of gen z and alpha talent in 5 to 10 years.
@AIGameMonsterАй бұрын
Why not just use Microsoft's C# language? Instead, spend a lot of time re-developing the Verse language?
@MrJacobgood1Ай бұрын
Verse is a much more advanced language than C#, they are not "redeveloping" the same kind of garbage semantics you find in languages like c#. Once you understand what they are doing, you will appreciate it a lot more.
@MHjort9Ай бұрын
Unity's prefab paradigm is way more intuitive & useable than Unreal's actor & component system. The fact that they went with prefabs when they had the option is a major self-report. UE5 is great, but you guys need to start making QoL updates the #1 priority, and do it yesterday. Look at the development of blender as inspiration.
@cosmicdan808Ай бұрын
I wasn't sure if you were trolling until I saw the last bit, "Look at the development of blender as inspiration" 😂😂😂 10/10 mate, classic!
@St4rdog9 күн бұрын
If the scene graph works in the same way, and they can allow scene editing while playing, Unity will basically be dead.
@WANTE771Ай бұрын
can i use unreal engine as a black african person
@PixelboyableАй бұрын
Epic's been real silent since this comment dropped
@St4rdog9 күн бұрын
Unity will die if you implement Scene Graph well, allow scene editing while playing, editing of prefabs in-place, overriden prefabs saved as inherited prefab asset (prefab variant). I always stop using UE5 due to the lack of these features, and also when you hide a folder, it still shows in-game... You have to click a visibility checkbox when selecting the objects. Crazy workflow. I don't know how UE dev's put up with it.
@JAYANTLAKRAАй бұрын
;-)
@serjhcodo8025Ай бұрын
Is this unity's prefab system :D ?
@sasuzxcАй бұрын
Ahahahahaha
@zachansen8293Ай бұрын
I really wish you'd put your fortnight content on another youtube channel
@highdefinist9697Ай бұрын
Why not instead improve the C++ API, taking advantage of C++ 20 coroutines?
@cosmicdan808Ай бұрын
The community had this discussion like, a year ago. The TL;DR was - go try making a game in UEFN and Verse, see how easy it is to make a cloud/Metaverse game with this brand new language - you'll get it. If you want to make games in C++ *and* be seamlessly integrated into the Epic MegaVerse (their Metaverse) then MAYBE you will be able to in UE6. But for now, they're literally making their own cloud/GaaS/whatever buzzword platform, it makes sense to not be restricted by traditional programming paradigms - they got some compsci wizards to work on the foundation for a *Metaverse first* language and it was definitely worth it. Just try Verse dude. Why even preach X language, languages are just a tool. It's time to use a Drill instead of a Hammer 😅
@MHjort9Ай бұрын
I wonder how many work-hours at epic are spent on UEFN, that could be spent on something useful :/
@ShashaShasha-fw2gdАй бұрын
UEFN,🙄😓
@nodesofnature603Ай бұрын
I know it’s free but please just take my money!
@GET_YOUTUBE_VIEWS_m054Ай бұрын
Have you thought about making a second channel on youtube, I think a lot of people would watch you